Once having walked the path of darkness, you have deemed to walk the path of light again, but having succumbed to your dark side has still left a taint upon you and leaves you forever changed.
The redeemed knight is an archetype of the dark knight class.
Alignment
Redeemed knights are no longer restricted to non-good alignments.
Rising Heart
If for any reason a base dark knight, or a dark knight of any other archetype, loses his Abyssal nature by becoming good, he may choose to become a redeemed knight, rather than stop gaining levels in dark knight. He keeps all of the options and features that a redeemed knight keeps, as well as weapon proficiencies, but loses and must change out features that a redeemed knight does not gain access to.
Limit Break (Su)
At 1st level, the redeemed knight receives the Limit Break (Light Fantastic).
Light Fantastic (Su): This Limit Break allows the redeemed knight to reach and protect his allies more effectively. For a duration of 1 round + 1 round per four dark knight levels after 1st, the redeemed knight increases his reach by 5 feet + an additional 5 feet at 10th and 20th level, and all allies adjacent or within his threatened area, gain a dodge bonus to their AC equal to the redeemed knight’s Charisma modifier. This limit break requires only a swift action.
This ability replaces the Limit Break (Dark Force).
A Light in the Darkness (Su)
Any abilities from the redeemed knight’s levels in dark knight that deal shadow damage have half of their damage converted to holy. If a creature would absorb the redeemed knight’s shadow or holy damage but not both elements at once, the creature does not receive healing from that damage type, but also takes no damage from it.
Lay on Hands (Su)
At 1st level, a redeemed knight can heal wounds by touch as per the paladin’s lay on hands ability, using his dark knight levels as paladin levels to determine the power and uses per day of this ability. Any class feature that uses harm touch to activate can use his lay on hands instead.
This ability replaces harm touch.
Grit Unbound (Su)
At 1st level, a redeemed knight’s reformed style brings a renewed vigor to his previously sluggish style. While the redeemed knight is in grit unbound stance, his total movement speed is no longer halved; but foes are no longer flat-footed when struck with an attack of opportunity.
At 4th level, a redeemed knight may adopt a new stance called Daring Stance. A redeemed knight may only have one stance active at a time and activating Daring or Grit Unbound stance immediately ends the other stance. Entering and leaving either stance is a move action.
- Daring Stance (Su): Under this stance, the redeemed knight gains a +1 (plus an additional +1 for every two dark knight levels after 4th) insight bonus to damage rolls, and a -2 penalty to his AC. While in this stance, his threatened area is increased by 5 feet. This threatened area is increased by an additional 5 feet at 10th (10 feet increase), and again 20th level (15 feet increase). He may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. He may move as part of these attacks, provided his total movement before his next turn does not exceed his speed. Any movement he makes provokes attacks of opportunity as normal.
This ability modifies grit stance and replaces aura of obedience.
Temperance (Su)
At 2nd level, the redeemed knight learns to channel his energy in a less destructive manner, though the dark taint still remains. Anytime the redeemed knight would lose hit points from his darkside ability, all adjacent allies are healed for an amount equal to half the hit points lost this way. If the redeemed knight has Improved Darkside feat, he may add his Charisma modifier to the number of hit points restored to his allies this way.
This ability replaces shared offense.
Dark Pool (Su)
The redeemed knight may use his dark pool to activate divine arts abilities.
This ability modifies dark pool.
Divine Arts (Su)
At 3rd level and every three dark knight levels thereafter, the redeemed knight gains a divine art as a paladin of his level. In addition, the redeemed knight may treat his levels in dark knight as paladin levels to determine the power of any Divine Arts.
These abilities replace abyssal arts.
Blessings (Su)
At 3rd level and every three dark knight levels thereafter, a redeemed knight can select one blessing using his dark knight levels as paladin levels to determine what he qualifies for.
This ability replaces defiles.
Aura of Confidence (Su)
At 8th level, a redeemed knight draws upon his newfound convictions to sustain him and his allies in battle. The redeemed knight and all allies within 15 feet gain a number of temporary hit points equal to 3 + the redeemed knight’s Charisma modifier and DR 2/-. If an ally already has a form of untyped DR, they may treat their DR as 1 point higher while they remain within the redeemed knight’s aura. Allies affected by this ability retain this bonus to DR for 1 round after leaving the redeemed knight’s aura, and temporary hit points are refreshed at the end of the redeemed knight’s turn.
This ability functions only while the redeemed knight is not unconscious or dead. Allies within the aura must also be conscious, and able to hear the redeemed knight to receive the benefits of this aura.
This ability replaces aura of sin.
Knight Reborn (Su)
At 20th level, once per day as a standard action, a redeemed knight becomes a beacon of hope, displaying the power of his reformed conviction. For a number of rounds equal to his Charisma modifier, he gains fast healing 5, gains the benefits of both Grit and Daring stance without the penalty to AC or Damage, and all Holy or Shadow damage he deals becomes untyped. For the duration of this ability, healing from the Temperance ability heals allies within 15 feet instead of just adjacent allies.
This ability replaces dark champion.